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Four Horsemen — Pestilence's page
123 posts. Alias of Stephen Rowe.
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mbauers wrote: Hello everyone, I just wanted to talk up an event that was my most fun experience at Gen Con last year.
The Four Horsemen pathfinder game was amazing--great characters, varied and challenging encounters, a good mix of RP, Puzzles, and Combat.
The GMs were knowledgeable and tactical, but also fun. The writing was amazing.
It was a great time. I thoroughly enjoyed myself and won some great swag in the process.
There are still tickets left, so if you're looking for a fun Pathfinder game at Gencon and you have nothing scheduled Thursday at Noon (and Friday at Noon in case you qualify for the finals) I encourage you to sign up.
If you have any questions, please ask. I will answer to the best of my knowledge based on last year's event.
Event Id: RPG1687968
Link for signup
Thank you mbauers! I'm glad you had such a great time! =)
SilvercatMoonpaw wrote: It was mentioned at some point that reduced-CR monsters weren't being previewed because they weren't exciting. Now that the project is funded maybe we could get some? Seeing as how you don't need to build up so much excitement any more. That should be possible! Although it would be minus art and layout, so basically just a google document. I'll look at getting something pulled together early next week.
We've made the Talented Daemons stretch goal! There is only ~30 hours to go to become a part of this amazing project and help us include the Bestiary 2!
Ninjaxenomorph wrote: I'll second that. Looking it over, it seems to me to be a mini-cleric with a few abilities from other classes. I don't get what the Blessed and Cursed +1/-1 means in the class advancement table, I can't find any reference to something like that. The +1/-1 was an error, and I've sent a correction to my publisher. It should be +2/-2 at 1st level, then increase by +1/-1 at every 5 levels thereafter (per the blessed or cursed boon).
darth_borehd wrote: So far, the unanimous response back from the young playtesters is that they want to be better at fighting instead of casting spells.
Maybe another archetype that gets bonus combat feats instead of spells would be in order.
It was created to be more of a skilled support class, similar to a bard in role, but I understand the point. Thank you for playtesting!
What were the age ranges and experience levels (in terms of Pathfinder and RPGs in general) of the playtesters, if you don't mind me asking?
The Ragi wrote: I'm always interested in newbie-friendly classes, there aren't enough of those in 3PP.
But what's the class like, mechanics-wise? Martial with spell like abilities?
It is a strong support half-caster class. It is a lot like a divine bard with channel energy. The base class can go inflict/debuff or cure/buff with additional options for more experienced players.
Malwing wrote: In my blog I noted it as being a tsundere spider.
But yeah, there's a definite market for lower CR versions of traditionally high CR creatures. There's monsters for playing an E5 Beginner Box Campaign, Baby Tarrasques, and if there's a way to wiggle some familiar or animal companion stats from this, imagine having a tsundere giant spider animal companion or the baby tarrasque, or maybe an owlbear.
I am certainly planning on including some animal companion and (improved) familiar rules since we hit the first stretch goal. It will be guidelines on how to use the rules to create them, but the base system's versatility should allow the creation of all sorts of cool low CR versions of different creatures which should fit the framework.

SilvercatMoonpaw wrote: It occurred to me that you have examples of monsters made higher in CR, but do you have any examples of any high CR monsters made low CR?
Because I can see this product being of particular use to people like E6 players who are normally cut off from experiencing the sorts of creatures that occur at high CR. (Though I suppose they won't have quite the same impact if you have to tone down their special abilities.)
We absolutely do, and the system lends itself well to doing exactly that sort of adjustment. Since every ability is broken down into a point system, it is easy to scale down most abilities to be more reasonable for lower levels. For example, off the top of my head, there is a scaled down retriever and some scaled down angels. They just aren't our first choice for the preview sample critters. That is only because a creature that is a lot like the normal creature but weaker isn't as "exciting" a concept, even if it is super useful.
But! Our newest update does show a preview of an adorable low-CR vermin with an Intelligence score - the Pet Spider!
SilvercatMoonpaw wrote: I suppose I'll have to play around with it more: my confusion stems from not understanding which entries I can change. Ah! Anything in the first tab and yellow is variable, with some examples set. Although you can change anything you want. If it seems to throw anything off you can just undo, not save, or even re-download.
SilvercatMoonpaw wrote: Thanks.
Though it's a little arcane without the instructions from the book.
It should hopefully be fairly self-explanatory, but I'm happy to answer any questions! =)
CR and size are the same terms, so focus is the odd portion. It simply equates the monster's role. An easy comparison is to character classes; arcane = sorcerer/wizard, divine = cleric/druid/oracle, soldier = fighter, barbaric = barbarian, skilled = bard/rogue. But this is naturally just a bonus sample for backers to play around with, since we can't release all of the rules for free.
SilvercatMoonpaw wrote: Can't seem to get the interactive part to work; just looks like an example sheet to me. It is an excel spreadsheet, so you'll need to download your own copy of it to play around with.
One week left!
Our latest surprise update for backers is access to the Talented Bestiary Spreadsheet Tool (v1.0), which calculates monster statistics using the book's system for monsters of any CR, size, and focus! Backers can find the update Here! =)
Also, Steven Helt (Famine) went on the Tome Show to talk more about the Kickstarter!

GM Rednal wrote: Well, monsters usually have SLA's instead of true spells to begin with, so in most cases all you'd really need to do is find an equivalent. XD I can see that working.
(Quick Explanation for Pestilence: Spheres of Magic is basically a Feat/Talent-based casting system. Far fewer powers known once you get up in levels, but they usually scale, and many are all-day powers. Stronger stuff is limited by a class resource pool. It's extremely good at supporting ideas and concepts, and Malwing's right, it probably would mix well with this system.)
Sounds like it, and right you are! SLAs are handled separately from "spellcasting", and a lot more widely available. That might make for a better equivalent. Basically you pay per SLA (with higher level spells costing more), with points added for things like extra uses per day, making it constant, or improving the spell effect. Then you get discounts for things like limiting usage (like 1/week or 1/year), reducing the spell effect, or having special circumstances for use (like hag covens).

Malwing wrote: SilvercatMoonpaw wrote: Malwing wrote: I think that this has the ability to revolutionize monsters the way that Spheres of Power revolutionizes magic. Hopefully implementing Spheres into this system isn't too onerous. Depending on how slotting in spellcasting works spheres can probably be easily house ruled in. It can be as simple as ruling in a talent that grants X spheres/talents(which gives it an appropriate tradition) and add X spell points to it's spell pool. I am not overly familiar with Spheres of Magic so it is tough for me to give a definitive answer. I can explain how spellcasting works for the system- It is only available to a monster with the spellcasting focus (arcane or divine). It then costs AP based on the caster level with a CR-set upper limit (so you can't have a CR 10 creature with level 20 casting).
I am sure what you are saying is doable, which is a fun aspect to the system. With a little experience you can just set an appropriate point cost to anything you come up with by comparing to similar abilities.
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Malwing wrote: Okay so here is my blog post on The Talented Bestiary and why I think you should be excited.
Only 10 days left to not miss out. I think that this has the ability to revolutionize monsters the way that Spheres of Power revolutionizes magic.
One thing I'm not sure if addressed. Does the Robot creature type make it's way into the product or is it too similar to construct to care.
Also if its not already being done, I really hope there's a creature stat block sheet in the book. Those are kind of handy for making or adjusting monsters without a computer.
Thank you for the support!
It does not currently incorporate the robot subtype, but you can easily do stuff like make an intelligent construct with electricity/critical vulnerabilities. So, can probably make something pretty close.
It *didn't* before you said that, but that is a fantastic idea. I certainly want it to at this point, and will try to make it happen. =)
scary harpy wrote:
Over $10,000.00!
New goal unlocked.
Congratulations!
Thank you! =) This is an amazing project, and I am so excited to see that it is going to become everything I hoped.
Also! Steve Helt and I go live on MythWits here in about 30 minutes to talk about the Talented Bestiary!
Dan Dillon (Death), Steven Helt (Famine), and I are all appearing Live on the MythWits show tonight (at around 9:30 EST) to talk about the Talented Bestiary! As a warning, the show is NSFW, and I can't be really sure what to expect. =)

SilvercatMoonpaw wrote: So I've backed this. Not sure I'll ever get a chance to use it, seeing as how I suck at even the most basic adventure writing, but it's something that Pathfinder really needs so I'd want it at some point. Good adventure writing is a hard skill to develop. I think back to the first I thought were good enough to be published (just three or four years ago) with a grimace. I look back to the stories I told when I was first starting out GMing in abject horror. It takes a lot of bravery to put yourself out there, even if you are only trying to impress a small group of friends.
I really believe adventure writing is a skill that can be taught. There is practically a formula to what creates memorable monsters and encounters. Once you start at that base with a few really neat ideas, it is a matter of figuring out how they fit together into a coherent whole. A lot of what the Horsemen have done in the last year is to try and provide advice on how to create and weave those pieces together. However, even if you know all the rules and tricks, it still takes practice to learn to use them, which is difficult to gain without mistakes along the way.
If you ever have any specific questions, or need some advice on something, please feel free to message me. =)
GM Rednal wrote: I upped my pledge to get a POD copy. Based on the scope of the book so far, I get the feeling that when actually creating monsters, having a physical copy to flip through will be more useful. XD Probably! I was able to get by pretty well with just unbookmarked word and google docs, but I probably have a slight advantage. =)
I was told by the other designers that once they got some experience with the system it required less flipping. For example, once you learn the basics of spell-like ability point values, you don't really need to reference the section except to double-check.
We are more than half way to our next goal, Monster PC Class Building rules!
Also in case it was missed, all backers (at even the lowest level of buy-in) can see the Full List of all 230 current monsters in the book, complete with CR, size, and summaries!
Also, if you are just a bit curious about the project you can check out the Tome Show interview with Death and I!
SilvercatMoonpaw wrote: Four Horsemen—Famine wrote: Rainzax, at the $30 backer level, you'll get all the pdf products from stretch goals as well as a pdf of the base Talented Bestiary, including creatures and the system. Wait, I thought the stretch goals were additional content for the final book, not separate products. Famine was unclear-
The stretch goals are additions to the main book. It is *possible* we might add so much additional content it could make this already huge tome bigger than what we were planning (it is already at the moment approximately as large as the Pathfinder Bestiaries between the rules and monsters). However, would take hitting some major league possibilities. There is certainly enough space for the planned PC options, Talented Templates, Monster PC classes, and daemons.
GM Rednal wrote: Muwahahahaha! Many thanks for that - and actually, I'd seen it on Kickstarter even before your comment here. XD I must say, though, the theme you chose for this sample is rather amusing... I thought so! =) Glad you saw it and you are welcome.
GM Rednal wrote: I admit, the Templates part really interests me. XD Is there any chance we can get a sample of that before the campaign ends? GM Rednal,
I did my best to pull together a example (using the death ettin from the Pay What You Want Sample) of what a Talented Template might look like. Then Bj was kind enough to put it through layout really quick. So we added it to the newest update to the Kickstarter! In addition to the Talented Templates preview, we also include a new monster with art, the Advocate Imp!

Fiendish Dire Weasel wrote: Four Horsemen — Pestilence wrote:
While it *can* be used to make new races (similar to the Advanced Races Guide), it really shines in creating monster "classes" like the old Savage Species book. This is because we've already broken down all monster statistics and abilities by CR. Our $10,000 stretch goal will be a whole new section of the book with guidelines on how to do that with example monstrous classes.
That just cleared up a major mis-conception of mine. I read the product description as having the primary goal of creating new races from the ground up. And tbh that doesn't appeal to me, because I just don't think we NEED more, and because I don't think I'm creative enough to come up with more anyway.
Knowing what I know now about its intended purpose, I'm way more interested in this product than I thought I was.
Thanks!
Oh no! Absolutely not! The primary goal of the product is simplifying and streamlining the monster creation process. The core system also lends itself well to cool ideas like creating templates or monster classes.
Bob_Loblaw wrote: I'm thinking of running an all Talented campaign. I think this could really be fun and interesting for my group. I'm glad I backed it early. Thank you for your support and that sounds like a really cool idea! It is also the core of the whole Talented Bestiary concept. After all, if PCs can make anything they want, easily, with Talented Classes... then why shouldn't GMs be in on the fun? Plus, it helps balance things out. =)
GM Rednal wrote: I admit, the Templates part really interests me. XD Is there any chance we can get a sample of that before the campaign ends? I'll look at trying to put something together!
JiCi wrote: Aaaaaaaaaaaaaaaaaand it just passed the 8k mark :D Woo! We now have Talented Templates! Now on to Monster PC Classes!

Silver Griffin wrote: Four Horsemen — Pestilence wrote: JiCi wrote: Armageddon Tarrasque? As if we needed something THAT devastating O_O GM Rednall,
The system is hard to stump, but not impossible. You can certainly make any monster, but might not find the perfect ability to give it. Like trying to find the best feat or archetype for a PC concept. What we are hoping is that if the Kickstarter is really successful, I can keep adding new bestiaries and other sources to the system, with each one exponentially increasing the potential creatures you can build. This paragraph makes me wonder which bestiaries are already covered by the book. The first couple of stretch goals seem to be giving new options for using the book as opposed to it getting all the monster abilities from the later bestiaries. I'm not sure how many new abilities were added with each one, but I would have though getting the new abilities from at least the core ones would be one of the first things you would do. Absolutely correct! This initial book covers all creature types, subtypes, universal monster abilities, and all unique creature abilities from the Bestiary 1. So, that is the biggest chunk of the core rules. Later stretch goals include adding additional Bestiaries, but each would require a lot of work to incorporate and playtest. Keep in mind the work would involve compiling every ability in each Bestiary, breaking it down into the point system, and ensuring everything is balanced against the base rules. We might not get there with this initial offering, but I am hopeful! Heck, if sales are good enough we might branch out to any monster we can find, including 3PP sources.
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Shane Cottom wrote: I saw that the Talented Bestiary could be used to create PC races. Does that mean it can put a new twist on an existing PC races? Or could I recreate lost favorites like the Giff or the Thri-Kreen? Could I finally play an Illithid? While it *can* be used to make new races (similar to the Advanced Races Guide), it really shines in creating monster "classes" like the old Savage Species book. This is because we've already broken down all monster statistics and abilities by CR. Our $10,000 stretch goal will be a whole new section of the book with guidelines on how to do that with example monstrous classes.

Daniel Marshall wrote: So let's be honest here. There are a ton of kick starters out there right now, as there usually are in the spring. So why should this one be at the top of the list?
Let me put it this way: I've been a GM for over 2 decades. I can't even count the number of creatures I've created in that time. Beyond that, I run the Tournament of Souls which focuses on creature creation. Balancing a creature against others of an appropriate CR is one of the most difficult things to do. What if I want more magic and fewer hps? How many spell-like abilities should in use to put them on par with everything else?
I have to admit, working with this system made the balancing issue so much easier. In fact, it wasn't even an issue at all! The system is very intuitive, and as advertised, really does take the guesswork out of creature creation.
So why should this be at the top of the list? Because it's worth it, for any Pathfinder GM. Without question.
One additional note, Stephen Rowe is awesome, even apart from his ever growing accolades in the gaming industry. He's poured his substantial creative genius into the Talented Bestiary, and I know I'm certainly going to take advantage of that. In my humble opinion, you should too.
Thank you Dan! That means a lot to me! =)
The Talented Bestiary is through the first stretch goal, and now will include PC options like talented monster summoning, animating talented undead or objects, and monstrous cohorts!
We are now on to the next stretch goal, Talented Templates! These rules will expand the versatile Talented Bestiary system, allowing you to quickly and easily create any template you can imagine!
We are fully funded and well on our way to our first stretch goal, Player Options! It will be a whole chapter on summoning talented monsters, animating talented objects, gaining monster cohorts, and more!
Also, Dan Dillon (Death) and I were invited to the Tome Show to discuss the Talented Bestiary. We had a great time talking to James about this amazing project!

JiCi wrote: Oh, don't worry, I'm not complaining about it one bit; I'm just baffled that you guys just picked one of the OP creatures in D&D history... and made it even MORE OP than usual XD
Although... one major complain I do about the Tarrasque is that it wasn't based on the original mythological French creature, which was a six-legged demonic humanoid-headed turtle. If the D&D version was named differently, I wouldn't even have noticed, but now, it's like a huge "lost in translation" problem :P
Hah! That makes sense, and I can perfectly understand that gripe.
To further explain - We had to make something incredibly high CR, just to see if it would work out within the bounds of Pathfinder. Obviously, CR 34 by its nature is overpowered. However, the system allows for monsters of that power-level to be created, so we wanted to see what the heck it would look like. The goal being to make the Talented Bestiary capable of handling any CR and power level. We went with the Tarrasque because of its iconic nature to the game, even if the original beast was a bit off from actual mythology.
I mean, maybe someone out there wants to run a game with 20th level mythic tier 10 characters with Horrifically Overpowered Feats riding on kaiju mounts. We wanted this to be as valuable a product for that game, as it is for the low-level game with a standard party.

JiCi wrote: Well, my point was that the Tarrasque started as an invincible killing machine, then it got upgraded to Spawn of Rovagug status... and THEN you guys layered an even more powerful template on top of it.
I've seen madness before, but this? Are you guys D&D fans who got annoyed by the introduction of Kaijus in B4, so you wanted to keep the Tarrasque up to speed :P ?
Might as well strap a huge laser cannon on...
And it is a excellent point. What we are trying to explain is that we didn't set out with the idea of making the King of All Tarrasques, for the sake of having the biggest creature ever. We did it because we were testing out the monster builder system, and needed to push it to the absolute limits. That meant, making a creature that was CR 34 and Colossal. If we were going to do that, we might as well make it the tarrasque since being the biggest scariest thing in the Bestiary is its deal. If we were going to make all of these monsters as part of the playtesting process, we might as well include them in the final book.
It is also important to stress that there were no templates applied to the monster, and it was created from the ground up using the Talented Bestiary system. You could just as easily make a CR 2 Small-sized baby tarrasque, a CR 15 Huge-sized intelligent tarrasque with acidic skin and a prismatic spray gaze, or a CR 20-something tarrasque that pretty closely resembled the original.

Dover Pro wrote: Backed as soon as I got the email notice that it went live!
This is a resource I really, really want for my campaign. I have one experienced Pathfinder player, one AD & D grognard, and myself, an AD & D / D & D grognard. The ability to devise fresh, variant monsters cannot be understated.
Thank you for your support and I couldn't agree more! Having fresh antagonists is vital for any game with experienced players, but the solution for everyone isn't necessarily having dozens of books with monsters in them. I know as a player I hate immediately knowing the statistics of what I am up against. It robs me of my suspense. As a GM, I equally hate when my players have that knowledge, because they go into tactical mode on how to best combat the numbers on the page.
As a GM my solution was to do a lot of re-skinning of creatures, or just describing them differently but keeping the same statistics. However, it should ideally be just as easy to make a variant or new balanced monster from the ground up. With the Talented Bestiary, any GM can quickly and easily make whatever creature they need, whether it is the unique Big Bad villain, or a throwaway sidequest encounter.

JiCi wrote: Armageddon Tarrasque? As if we needed something THAT devastating O_O Just as Owen said! The monsters are a "bonus" that came from extensively playtesting the system. We really put it through its paces, so we could find any holes. That resulted in hundred of monsters, adding to the book's value and giving examples of what the system can accomplish.
The armageddon tarrasque specifically got to be the biggest scariest thing in the book (at Colossal-size CR 34), fitting with the tarrasque's tradition. The core tarrasque is no slouch but there are now lots of nastier things statted out. This one was designed by the God of Devils to act as a dead man's switch, tearing through hell, heaven, and everything between.
GM Rednall,
The system is hard to stump, but not impossible. You can certainly make any monster, but might not find the perfect ability to give it. Like trying to find the best feat or archetype for a PC concept. What we are hoping is that if the Kickstarter is really successful, I can keep adding new bestiaries and other sources to the system, with each one exponentially increasing the potential creatures you can build.
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Kieviel wrote: Already pledged:-) I'm a proud owner of many Rogue Genius products and have been nothing but thrilled with the Player Companion lines incentives Owen took over. Happy to support this as well :-) Thank you for your support!
I'll be checking in here regularly to answer any questions people might have about the book or kickstarter! Likewise, feel free to private message me directly. Although my amazing wife just had our first child (a boy!) yesterday, so I apologize if I am ever slow to respond. =)
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We attended PaizoCon last weekend and during the show we presented a number of Pathfinder Online panels to the attendees. We recorded 4 of them for distribution:
The Goblinworks 2015 Annual Update
The Economics of Pathfinder Online
The Pathfinder Online Art Review
PvE and Escalations in Pathfinder Online
There's a tremendous amount of content in those panels and I'd be happy to try to answer any questions anyone may have although I may have to punt and ask that you shift some specific questions to the forums at goblinworks.com where my team can try to answer in more detail.
And if you'd like to try Pathfinder Online free for 15 days, email customer.support@goblinworks.com and I'll be happy to issue you a trial invite.
RyanD

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There's no functional difference between an "RTS engine" and an "over the shoulder" engine. They effectively use the same technology and the same art pipeline.
You save some money because you can make less detailed models, but you gain a lot of costs because you have to spend a lot of time trying to make small graphics look cool, and distinct enough to be understood by the player. The only place where this really applies (both savings and cost) is in character models. The models for structures, vegetation, etc. remain about the same level of cost & complexity regardless.
No money is saved on the environment because you have to make a huge world in either scenario.
A substantial cost is added in UI and visual effects (VFX). In an RTS environment you don't get the simple feedback loop of seeing your character act and being able to respond. Instead the game needs a lot of visual indications and audio indications that the user's input has been received and is being processed. Plus in the RTS world you need to be able to group and issue group commands, set waypoints, etc. all of which requires a lot of extremely complex programming, to say nothing of the level of graphic design required.
And then in the end you are taking the risk that the so-far nonexistent RTS "MMO" market is big enough to support a game that has to iterate from an MVP to some final state nobody has ever seen before, vs. the proven "over-the-shoulder" MMO market that is 2 million people in size (or larger) and where the evolutionary roadmap from MVP to something more sophisticated is intuitively understood by most of the players - they already know what the final destination looks like and they don't have to try and imagine it.
Summary: You don't save any money, you don't use less complex tools, you don't need less talented people, and you take a huge risk that nobody understands what you're trying to do and that the market you're addressing doesn't exist.
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@AvenaOats - some constructive feedback.
I think you have interesting things to say.
I am not reading them. Your posts are too long and lack pithiness. If you could condense your points to a few sentances you would have a wider audience, at least wider by one.
I am as guilty if this problem as anyone so I recognize a fellow member of the excessive verbosity tribe. A boss I once had told me that if he had to scroll to read my email, he deleted it. Changed my style to accomodate. Reccomend you consider the same.
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I wanted to address the OP's original issue with crashing a lot.
If you are not on a Mac, you should not be crashing a lot. Those problems have mostly been addressed.
If you wish you can run DXDIAG.EXE and paste the output text (not an attachment) and email it to customer.support@goblinworks.com and I'd be happy to take a look and make any suggestions that seem useful.
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What we really need in the short term is just a way to /mute a character and then people won't have to see offensive content while we moderate the problem. No eta though.
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When we go to China, the undead will have to be replaced. But it is pretty easy to imagine doing that because when we are ready to go to China we will have a huge library of monsters so not using the skeleton model will be harmless.
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Not a lot to say about this. We are not responsible for deals made between third parties, and we don't issue refunds for cases like this. Buyer/Seller Beware.
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I think the biggest missed opportunity here was for BWG to make an example of themselves in a positive way rather than a negative way. The negative way was to quit the game.
The positive way would have been to go to the community and say:
Here is what we want to do. Here is what happened to us. Here is what we did.
Here are our characters, and the Feats we have slotted.
How can we do better?
Where should we operate?
What tactics should we be using?
How should we respond to a similar event?
Then they could learn from their experience and get better and have more fun. Because there was a lot of learning to do for them, and they could have had more fun.
The thing that really makes me sad is that I know there are things they could have done, and I know people would have been eager to help.

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The plan (eta: in 2015; more precision as we get more visibility on other tasks):
Your Settlement will have to be allied with another Settlement to use its trainers.
Your Settlement will have to have built "support" structures (which are smaller and you can have more of them than full on Training structures) for Feats that your Settlement cannot train to enable characters to use those Feats - without a support structure, use defaults back to what NPC Settlements can support. (Yes, you will need support structures for your allied trainers.)
Some Holdings will have training & support functions but they will not be as good as Settlements. Characters who are members of NPC Settlements may have Holding options that are better than NPC Settlements, but still not as good as PC Settlement membership. Holding training & support will be much more limited than Settlements.
Possible iterations (no eta and even potential to be Crowdforged):
Allowing non-aligned characters to train at your Settlement for a fee of some kind.
Allowing some Company members who are not members of your Settlement or an allied Settlement to train at your Settlement with or without a fee of some kind.
Having different levels of training available for Allies vs. Settlement members.
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Players, Early Enrollment 4.2 is scheduled to deploy this morning (Wednesday 25 February) and you will need to patch your client before you will be able to play. The new patching files will become available after the server comes on-line at approximately 10:00am (Pacific).
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Well it sounds like the developers are going to learn a few interesting things about unplanned interdependencies. :)
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Lee says there should not have been any change to any Towers from yesterday unless someone captured them when their PVP window was open.
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@Dan - good question. I circulated it.
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We are not allowing players to delete and re-make Destinys Twin characters. If we did it for one person we'd have to do it for everyone and suddenly that snowballs totally out of control.
You'll have the ability to change all the visual aspects of your character. We'll have some system with various paid & free options to change other things like names and races. So you'll be able to re-customize your character's visuals at some point in the future.
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Oh, you mean this article where I said:
"Full disclosure: I am heading a development project for an MMORPG that will feature subscriptions and microtransactions. We’ll begin with subscriptions only, and transition to microtransactions as soon as it makes sense to do so. The game we are developing is primarily a sandbox style game and our budget assumes we spend less than $10 million before we reach positive cash-flow from operations. I was the former CMO at CCP, but left before they designed and implemented their MTX program."
Yeah, I stand by that.
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Base Camps, Campfires and Small Holdings will impact Power regen. But they aren't being deployed for EE3. You are seeing the tip pf a very big iceberg.
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I really don't get this complaint that the game we're making is different than the game we talked about during the Kickstarters. From my perspective, you'd have a very hard time slipping a playing card through the crack between what we discussed, and what we've built so far.
Do you have a specific issue that you think we've changed course on?
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Players, it's time to publish an official policy on this topic.
It is not ok to engage in PvP in NPC Settlements. That means Kindleburn, Marchmont, Ossian's Crossing, and Rathglen. You can gank away in Rotter's Hole. :)
I'm imposing this limit because the Thornguard AI is not strong enough yet to provide adequate defenses to the NPC Settlements and the new players that are inhabiting them. Until we have added enough tech to make the Thornguard able to intercede swiftly in PvP actions in NPC Settlements, we have to have a policy against it.
If you are in an NPC Settlement and you are attacked, please note the name of the character who attacked you and email customer.support@goblinworks.com with that information.
The only exception to this rule is that it is always OK to attack any character with a red name.
Thanks for everyone's understanding.
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Hey everyone - spreading the word in every way possible.
This is the last week to earn Backdated XP in the first month of Early Enrollment in Pathfinder Online. If you have an Early Enrollment account, this is a tremendous perk. Characters earn XP in realtime, so the first character created on an account in the month of January will FOREVER have the Max possible XP.
If you have Early Enrollment access, be sure you make a character to take advantage of this perk.
If you have Explorer or Open Enrollment you can upgrade your account via the goblinworks.com/shop.
If you're playing Pathfinder Online be sure to remind your friends about this perk too. After it expires, characters will start with just 1,000XP.
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I said "Hey Mike?"
Mike said "huh. That's not supposed to be in there."
It's a prop from the Tech Demo.

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There were apparently some miscommunications on our end regarding Guardheim.
The person who is the leader of the Guild that won this Settlement in the Land Rush has not been in contact with us and we were asked to assign someone else to lead the Settlement in that person's absence.
Our policy is not to do this. We respect the right of the people who won the Settlements in the Land Rush to decide when they're ready to start playing the game. Right now only 4-5 of them have been essentially running silent, out of 33 Settlements, so there's plenty of options for players to connect with in-game.
Until we decide that it is necessary for the health of the game to recycle unused Settlements and run a promotion to assign new leaders, we are not reassigning Settlements unless the people who control them ask us to do so.
So we have deactivated the Guardheim Settlement in the database, and Inguard is no longer the leading Company for that Settlement.
I want to stress that this was an internal communication and policy decision by Goblinworks, and that no one did anything wrong in this matter. If anyone has any questions please feel free to email me directly at ryan@goblinworks.com and I'll be happy to answer your questions.
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I just want to chime in to ay that no messages were deleted for any purpose. We closed a thread as a housekeeping task, that thread had comments, once closed the comments are apparently no longer available. Nothing more. We don't consider the abilty to get 12 starter quest packs a day per account by sacrificing all XP earned by that account as an exploit. There is nothing in them that should break the economy even if thousands are harvested. I think Lee is going to change the implements to be lower-powered versions in EE3, and we are going to keep an eye on everything else and see if a problem develops.
I don't want people being attacked in NPC Settlements, and we are going to have to write some policies about that if it becomes a continuous problem.
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I wanted something other than a corpse. Not only do I think that having dead bodies lying around is pretty gross, but there are some cultural sensitivities I want to respect about touching the dead. "Husks" aren't corpses.
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We are going to try to reproduce some of the confitions seen in that video. At this time we don't think anything is happening other than that the game is not performing as expected in all cases. Nothing I saw in that video suggests hacks or cheating - it suggets that the programmers and the gme designers need to look carefully at some details of the movement and condition system.
If we detrmine there is an actual, reproducible bug that impacts play, we will describe it and tell players not to exploit it until we get it fixed.
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We are investigating the case of a Company that leads a Settlement applying to join another Settlement. Since I am not sure what would happen in that case and it's possible that the result would be very bad, please don't do this until we determine what the outcome would be.
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We determined that there were a number of client-side caches and memory structures that were not being cleared correctly when logged in to the same account twice. Rather than spending time trying to figure out those problems we blocked the ability to log in twice to the same client.
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To be very clear: We are not in the process of re-assigning Settlements.
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I was informed today that as of EE2, there will be a change.
All Settlements, PC and NPC, will have the same basic training capability sans Towers.
Towers will increment that ability for PC Settlements.
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If you logged in for the first time on the last day of the first month, you'd get backdated XP to the start of Early Enrollment, and your first month of game time would expire 30 days after your first login. So yes, if you time it right, you could get effectively 2 months -1 day of XP for 1 month's game time.
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Oh, we're not going to touch this with an 11' pole. :) You damn dirty apes. :)
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Please don't advise new players to skip the tutorials. Playing the tutorials will help new players learn how the game works. Don't assume that it's all perfectly clear to all players. We need to emphasize to new players that they need to use the Tutorials and the New Player Guide to understand the game. That will help us grow the community of players and help new players find their way quickly. Thanks!
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We have no desire to see people unable to participate in their Settlement and if there people having that problem the best recourse is to email customer.support@goblinworks.com.

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"why do guards attack the people from the lands they guard?"
1: They work for Thornkeep, not you. Thornkeep wants Crusaders to move through the area with minimum problems. They think a flow of Crusaders is the root of their economic engine. The Thornguard don't like low rep people, because they might cause problems for Crusaders, regardless of where they sleep at night. :)
2: There is a real risk of sudden and painful disruption if a faction splits off from the rest of the group and turns on their former comrades before they can be removed from the institutional infrastructure. The risk includes mass rage-quits from the game and a sudden loss of business for Goblinworks. Since we don't have the tech yet to let you choose your own level of risk, we want to ensure that until you do, the Thornguard don't descriminate between targets based on Company or Settlement affiliation.
Of course we want to build a realy robust and complex security model with all sorts of dials and sliders for you all to fiddle with seeking the "perfect" mixture of risk and security. It is just a matter if time, not intent.
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btw: I would say the latter part of this thread is "Crowdforging for real". :)
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Based on the anticipated workload that I see for the team over the rest of Q1 it is unlikely that we'd invest time in building tech for what should be a feature that gets removed relatively quickly. I would rather attack this problem with GM commands and GM actions than have the team work on code or graphics or mechanics for what should be a very short-term problem.
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The NPCs Settlements need to have a functioning economy for starter gear (at least). If new players hit the game, try to play, can't make progress, and quit from frustration, they'll never migrate to PC Settlements.
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We are having some lengthy conversations this morning about helping to get the economy bootstrapped in the NPC Settlements.... :)
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That's not how money works. It doesn't have value because you might spend it on something. It has value because someone will give you something in exchange for it.
Money is a proxy for barter. Instead of barter which is terribly inefficient and doesn't have a good signalling mechansim, currency means that you can exchange your labor for a unit of account that is flexible, and exchange the unit of accont for whatever it is you want to buy and seller can quickly adjust the terms of the sale based on a clearing price.
The economy did not function in Alpha because there was no persistence and therefore no value in anything.
The economy will function now that there is a real value in people's labor. There are people in Help every day asking where to go and buy stuff. We will get the auction house tuned up and that will help people use it, and once they start to use it it will kick the coin economy into gear.

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Seems the Feat advancement sheets have been changed again since my last build of this character. Not surprising. Every time I take my eye off this stuff it gets changed. :)
I quickly rebuilt my spreadsheet but I (obviously) didn't check this in game. If I get time next week I'll build this in-game to verify.
Base Attack Bonus 3
Bow Weapon Proficiency
Clustered Shots 3
Deadly Aim 3
Distant Shot 3
Distracting Shot 3
Escape 1
Hit Points 6
Light Blade Weapon Proficiency 1
Light Melee Attack Bonus 2
Multi-Shot 3
Perception 5
Point Blank Shot 3
Power 8
Precise Shot 3
Quick Shot 3
Ranged Attack Bonus 3
Reflex Bonus 4
Rogue Kit Implement Proficiency 1
Running Shot 3
Snap Shot 3
Stealth 8
Swashbuckler 1
Swashbuckler 2
Thwack 1
Toughness 1
As computed that's 18.7 days of XP. Dex bonus of 1.029.
No attacks but Shortbow Feats.
I don't think that having a substantial number of days pass between earning Role ranks is important, no. In fact, the time is going to get longer and longer the more Ranks you pursue. It isn't a problem because you're getting to increase a large number of Feats during that period - you're not just sitting there doing nothing.

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We have been talking a lot about how to formalize some aspects of the Crowdforging process. What we really want is a very widespread participation in such tools so that the input is not just coming from a segment of the player population.
One thing we are pretty sure we're going to attempt is putting survey questions on the login screen. Every player will therefore see them and have a chance to respond and since there's nothing else to do but wait, we think a lot of folks will read and vote. You'd only see each question once so you couldn't disproportionately weight the results by logging in a bunch.
Figuring out exactly what kinds of questions go into that process will also need some work. We like Ideascale as a way to harvest good questions but we also have a lot of either/or tradeoff questions of our own that we need to formulate.
We also have been talking about how we're going to build a product backlog - basically the list of things that we could work on. That is harder than it sounds because some things are bug fixes, some things are polish to existing features, some things are iterations on existing features, some things are new content for existing features, some things are all new features. For example if we put "Dungeons" on the same list as "Fix the duration of the condition icons on the combat UI" the difference in scope between those things is so great that they're really incomparable.
It is also hard to get Crowdforger feedback on technical matters. We can't educate the community enough about MMO project workloads and our unique toolchain to enable them to give us usable feedback about a lot of the "under the hood" things that we're working on that optimize and improve the game. Without sending thousands of people to Goblinworks University we cannot Crowdforge those kinds of tasks. But we have to do those tasks and they have either/or impacts on the kinds of things we can Crowdforge so we need to figure out how to give some visibility to the community about them.
Lastly we have a very broad development plan that we want to stick to until we convince ourselves that it's the wrong plan. That is the plan that takes us from where we are right now to the point of having fully developed Settlements and territorial warfare. A deviation from that very broad plan would require us to rethink literally everything we're doing. One of our tasks in the 1st quarter of 2015 is to try and provide some visibility to the community on that broad plan so people have a sense of what we're trying to build. That will help prune ideas that are good, but out of scope for the game we're trying to build.
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We kept an eye on these shenanigans. It was pretty awesome to see all the interaction and the huge number of involved characters - especially if you were at the FUBAR'd stress tests in November. The vast improvement in the server over the past 6 weeks is due to some herculean efforts by our staff - they went waaaaaay beyond the call. But it really seemed like their worked paid off.
We're taking lots of notes and are really interested in your feedback. This is how the game gets Crowdforged! Real players in the real game live, without guardrails. :)

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Foci
Acoyte's Battle Focus:
Tier 1 Battle Focus; grants keywords based on upgrade: Divine (+0), Battle (+1), Blessed (+2), War (+3)
Disciple's Battle Focus
Tier 2 Battle Focus; grants keywords at all upgrades: Masterwork; grants keywords based on upgrade: Divine (+0), Battle (+1), Blessed (+2), War (+3)
Priest's Battle Focus
Tier 3 Battle Focus; grants keywords at all upgrades: Avatar, Masterwork; grants keywords based on upgrade: Divine (+0), Battle (+1), Blessed (+2), War (+3)
Acolyte's Elemental Focus
Tier 1 Elemental Focus; grants keywords based on upgrade: Divine (+0), Elemental (+1), Blessed (+2), Planar (+3)
Disciple's Elemental Focus
Tier 2 Elemental Focus; grants keywords at all upgrades: Masterwork; grants keywords based on upgrade: Divine (+0), Elemental (+1), Blessed (+2), Planar (+3)
Priest's Elemental Focus
Tier 3 Elemental Focus; grants keywords at all upgrades: Avatar, Masterwork; grants keywords based on upgrade: Divine (+0), Elemental (+1), Blessed (+2), Planar (+3)
Acolyte's Occult Focus
Tier 1 Occult Focus; grants keywords based on upgrade: Divine (+0), Occult (+1), Blessed (+2), Enigmatic (+3)
Disciple's Occult Focus
Tier 2 Occult Focus; grants keywords at all upgrades: Masterwork; grants keywords based on upgrade: Divine (+0), Occult (+1), Blessed (+2), Enigmatic (+3)
Priest's Occult Focus
Tier 3 Occult Focus; grants keywords at all upgrades: Avatar, Masterwork; grants keywords based on upgrade: Divine (+0), Occult (+1), Blessed (+2), Enigmatic (+3)
Orisons
Strength Surge
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Agile Feet
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Dispelling Touch
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Bleeding Touch
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Battle Rage
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Destructive Smite
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Razing Smite
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Resistance
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Fire Bolt
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Guidance
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Icicle
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Virtue
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Bless
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Holy Lance
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Lightning Arc
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Minor Cure
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Augur
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Defending Weapon
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Dazing Touch
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Doom
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Inspiring Word
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Liberation
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Bane
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Touch of Darkness
Keywords: Divine/Occult/Blessed/Masterwork/Enigmatic/Avatar, Artifact
Agile Feet
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Resistance
Keywords: Divine/Battle/Blessed/Masterwork/War/Avatar, Artifact
Virtue
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
Minor Cure
Keywords: Divine/Elemental/Blessed/Masterwork/Planar/Avatar, Artifact
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Just FYI - disconnecting from the internet does not log you out automatically. There is supposed to be a cooldown timer before the server disconnects you but it's not instantaneous. We don't want people intentionally disconnecting to avoid PVP.
There's a known bug that causes a character to remain logged in permanently if you attempt to log in another character on the same account while a previous character is already logged in.
So if you disconnect, then log in again with a different character before the system disconnects you, your first character is going to sit in game vulnerable to whatever happens until you log back in to that character, or daily downtime, whichever comes first.
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We are going to keep an eye on them, and if there's no activity we will recycle them and put them into a future promotion.
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Ziggumesh of Katapesh wrote: With friends and rivals it really shines, even in this basic state. I have yet to hear a single player say the game is not fun since EE began.
Holy smokes that makes me feel awesome!
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